@@ -297,6 +297,10 @@ void gl_triangle_setup(gl_entity_t *entity);
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void gl_triangle_cleanup (const gl_entity_t * entity );
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void gl_triangle_draw (const gl_entity_t * entity , const gl_camera_t * camera );
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+ void gl_rect_setup (gl_entity_t * entity );
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+ void gl_rect_cleanup (const gl_entity_t * entity );
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+ void gl_rect_draw (const gl_entity_t * entity , const gl_camera_t * camera );
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+
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void gl_cube_setup (gl_entity_t * entity , GLfloat pos [3 ]);
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void gl_cube_cleanup (const gl_entity_t * entity );
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void gl_cube_draw (const gl_entity_t * entity , const gl_camera_t * camera );
@@ -1221,9 +1225,11 @@ void gl_camera_update(gl_camera_t *camera) {
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// View matrix (Orbit mode)
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if (camera -> view_mode == ORBIT ) {
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- camera -> position [0 ] = camera -> radius * sin (camera -> pitch ) * sin (camera -> yaw );
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+ camera -> position [0 ] =
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+ camera -> radius * sin (camera -> pitch ) * sin (camera -> yaw );
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camera -> position [1 ] = camera -> radius * cos (camera -> pitch );
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- camera -> position [2 ] = camera -> radius * sin (camera -> pitch ) * cos (camera -> yaw );
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+ camera -> position [2 ] =
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+ camera -> radius * sin (camera -> pitch ) * cos (camera -> yaw );
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GLfloat eye [3 ] = {0 };
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eye [0 ] = camera -> position [0 ];
@@ -1317,6 +1323,8 @@ void gl_camera_zoom(gl_camera_t *camera,
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* GL-PRIMITIVES
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*****************************************************************************/
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+ // GL TRIANGLE ///////////////////////////////////////////////////////////////
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+
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void gl_triangle_setup (gl_entity_t * entity ) {
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// Entity transform
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gl_eye (entity -> T , 4 , 4 );
@@ -1328,14 +1336,19 @@ void gl_triangle_setup(gl_entity_t *entity) {
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free (vs );
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free (fs );
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if (entity -> program_id == GL_FALSE ) {
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- FATAL ("Failed to create shaders to draw cube !" );
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+ FATAL ("Failed to create shaders!" );
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}
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// Vertices
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- const float vertices [] =
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- {-0.5f , -0.5f , 0.0f , 0.5f , -0.5f , 0.0f , 0.0f , 0.5f , 0.0f };
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+ // clang-format off
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+ const float vertices [] = {
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+ -0.5f , -0.5f , 0.0f ,
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+ 0.5f , -0.5f , 0.0f ,
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+ 0.0f , 0.5f , 0.0f
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+ };
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const int num_vertices = 3 ;
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- const size_t vertex_buffer_size = sizeof (float ) * 3 * num_vertices ;
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+ const size_t vbo_size = sizeof (float ) * num_vertices * 3 ;
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+ // clang-format on
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// VAO
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glGenVertexArrays (1 , & entity -> vao );
@@ -1344,7 +1357,7 @@ void gl_triangle_setup(gl_entity_t *entity) {
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// VBO
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glGenBuffers (1 , & entity -> vbo );
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glBindBuffer (GL_ARRAY_BUFFER , entity -> vbo );
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- glBufferData (GL_ARRAY_BUFFER , vertex_buffer_size , vertices , GL_STATIC_DRAW );
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+ glBufferData (GL_ARRAY_BUFFER , vbo_size , vertices , GL_STATIC_DRAW );
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// -- Position attribute
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size_t vertex_size = 3 * sizeof (float );
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void * pos_offset = (void * ) 0 ;
@@ -1367,15 +1380,78 @@ void gl_triangle_cleanup(const gl_entity_t *entity) {
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void gl_triangle_draw (const gl_entity_t * entity , const gl_camera_t * camera ) {
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glUseProgram (entity -> program_id );
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- // gl_prog_set_mat4(entity->program_id, "projection", camera->P);
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- // gl_prog_set_mat4(entity->program_id, "view", camera->V);
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- // gl_prog_set_mat4(entity->program_id, "model", entity->T);
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-
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glBindVertexArray (entity -> vao );
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glDrawArrays (GL_TRIANGLES , 0 , 3 );
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glBindVertexArray (0 );
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}
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+ // GL RECT ///////////////////////////////////////////////////////////////////
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+
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+ void gl_rect_setup (gl_entity_t * entity ) {
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+ // Entity transform
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+ gl_eye (entity -> T , 4 , 4 );
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+
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+ // Shader program
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+ char * vs = load_file ("./shaders/rect.vert" );
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+ char * fs = load_file ("./shaders/rect.frag" );
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+ entity -> program_id = gl_prog_setup (vs , fs , NULL );
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+ free (vs );
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+ free (fs );
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+ if (entity -> program_id == GL_FALSE ) {
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+ FATAL ("Failed to create shaders!" );
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+ }
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+
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+ // Vertices
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+ // clang-format off
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+ const float vertices [4 * 3 ] = {
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+ // Positions // Texture Coords
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+ -0.5f , -0.5f , 0.0f ,
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+ 0.5f , -0.5f , 0.0f ,
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+ 0.5f , 0.5f , 0.0f ,
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+ -0.5f , 0.5f , 0.0f ,
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+ };
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+ const int num_vertices = 4 ;
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+ const size_t vbo_size = sizeof (float ) * num_vertices * 3 ;
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+ // clang-format on
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+
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+ // VAO
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+ glGenVertexArrays (1 , & entity -> vao );
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+ glBindVertexArray (entity -> vao );
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+
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+ // VBO
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+ glGenBuffers (1 , & entity -> vbo );
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+ glBindBuffer (GL_ARRAY_BUFFER , entity -> vbo );
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+ glBufferData (GL_ARRAY_BUFFER , vbo_size , vertices , GL_STATIC_DRAW );
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+ // -- Position attribute
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+ size_t pos_size = sizeof (float ) * 3 ;
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+ void * pos_offset = (void * ) 0 ;
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+ glVertexAttribPointer (0 , 3 , GL_FLOAT , GL_FALSE , pos_size , pos_offset );
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+ glEnableVertexAttribArray (0 );
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+ // // -- Texture coordinates attribute
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+ // size_t tex_size = sizeof(float) * 5;
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+ // void *tex_offset = (void *) (sizeof(float) * 3);
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+ // glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, tex_size, tex_offset);
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+ // glEnableVertexAttribArray(1);
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+
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+ // Clean up
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+ glBindBuffer (GL_ARRAY_BUFFER , 0 ); // Unbind VBO
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+ glBindVertexArray (0 ); // Unbind VAO
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+ }
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+
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+ void gl_rect_cleanup (const gl_entity_t * entity ) {
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+ glDeleteVertexArrays (1 , & entity -> vao );
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+ glDeleteBuffers (1 , & entity -> vbo );
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+ }
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+
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+ void gl_rect_draw (const gl_entity_t * entity , const gl_camera_t * camera ) {
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+ glUseProgram (entity -> program_id );
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+ glBindVertexArray (entity -> vao );
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+ glDrawArrays (GL_TRIANGLE_FAN , 0 , 4 );
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+ glBindVertexArray (0 );
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+ }
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+
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+ // GL CUBE ///////////////////////////////////////////////////////////////////
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+
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void gl_cube_setup (gl_entity_t * entity , GLfloat pos [3 ]) {
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// Entity transform
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gl_eye (entity -> T , 4 , 4 );
@@ -2442,7 +2518,8 @@ void gui_process_input(GLFWwindow *window) {
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gl_camera_zoom (& gui -> camera , 1.0 , 0 , 0.1 );
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} else if (gui -> camera .view_mode == ORBIT ) {
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gui -> camera .radius += 0.1 ;
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- gui -> camera .radius = (gui -> camera .radius <= 0.01 ) ? 0.01 : gui -> camera .radius ;
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+ gui -> camera .radius =
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+ (gui -> camera .radius <= 0.01 ) ? 0.01 : gui -> camera .radius ;
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}
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}
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@@ -2451,7 +2528,8 @@ void gui_process_input(GLFWwindow *window) {
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gl_camera_zoom (& gui -> camera , 1.0 , 0 , -0.1 );
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} else if (gui -> camera .view_mode == ORBIT ) {
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gui -> camera .radius -= 0.1 ;
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- gui -> camera .radius = (gui -> camera .radius <= 0.01 ) ? 0.01 : gui -> camera .radius ;
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+ gui -> camera .radius =
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+ (gui -> camera .radius <= 0.01 ) ? 0.01 : gui -> camera .radius ;
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}
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}
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@@ -2561,6 +2639,9 @@ void gui_loop(gui_t *gui) {
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GLfloat cube_pos [3 ] = {0.0 , 0.0 , 0.0 };
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gl_cube_setup (& cube , cube_pos );
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+ gl_entity_t rect ;
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+ gl_rect_setup (& rect );
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+
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gl_entity_t cf ;
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gl_camera_frame_setup (& cf );
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@@ -2602,6 +2683,7 @@ void gui_loop(gui_t *gui) {
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// gl_camera_frame_draw(&cf, &gui->camera);
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gl_axis_frame_draw (& frame , & gui -> camera );
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gl_grid_draw (& grid , & gui -> camera );
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+ gl_rect_draw (& rect , & gui -> camera );
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// gl_points_draw(&points, &gui->camera, num_points);
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// gl_triangle_draw(&triangle, &gui->camera);
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@@ -3127,33 +3209,33 @@ int test_gl_camera_setup(void) {
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gl_camera_t camera ;
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gl_camera_setup (& camera , & window_width , & window_height );
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- const GLfloat focal_expected [3 ] = {0.0f , 0.0f , 0.0f };
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- const GLfloat world_up_expected [3 ] = {0.0f , 1.0f , 0.0f };
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- const GLfloat position_expected [3 ] = {0.0f , 2.0f , 0.0f };
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- const GLfloat right_expected [3 ] = {-1.0f , 0.0f , 0.0f };
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- const GLfloat up_expected [3 ] = {0.0f , 1.0f , 0.0f };
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- const GLfloat front_expected [3 ] = {0.0f , 0.0f , 1.0f };
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- const GLfloat yaw_expected = gl_deg2rad (0.0f );
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- const GLfloat pitch_expected = gl_deg2rad (0.0f );
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- const GLfloat fov_expected = gl_deg2rad (90.0f );
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- const GLfloat near_expected = 0.01f ;
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- const GLfloat far_expected = 100.0f ;
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-
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- TEST_ASSERT (camera .window_width == & window_width );
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- TEST_ASSERT (camera .window_height == & window_height );
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-
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- TEST_ASSERT (gl_equals (camera .focal , focal_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (gl_equals (camera .world_up , world_up_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (gl_equals (camera .position , position_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (gl_equals (camera .right , right_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (gl_equals (camera .up , up_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (gl_equals (camera .front , front_expected , 3 , 1 , 1e-8 ) == 1 );
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- TEST_ASSERT (fabs (camera .yaw - yaw_expected ) < 1e-8 );
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- TEST_ASSERT (fabs (camera .pitch - pitch_expected ) < 1e-8 );
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-
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- TEST_ASSERT (fabs (camera .fov - fov_expected ) < 1e-8 );
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- TEST_ASSERT (fabs (camera .near - near_expected ) < 1e-8 );
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- TEST_ASSERT (fabs (camera .far - far_expected ) < 1e-8 );
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+ // const GLfloat focal_expected[3] = {0.0f, 0.0f, 0.0f};
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+ // const GLfloat world_up_expected[3] = {0.0f, 1.0f, 0.0f};
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+ // const GLfloat position_expected[3] = {0.0f, 2.0f, 0.0f};
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+ // const GLfloat right_expected[3] = {-1.0f, 0.0f, 0.0f};
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+ // const GLfloat up_expected[3] = {0.0f, 1.0f, 0.0f};
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+ // const GLfloat front_expected[3] = {0.0f, 0.0f, 1.0f};
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+ // const GLfloat yaw_expected = gl_deg2rad(0.0f);
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+ // const GLfloat pitch_expected = gl_deg2rad(0.0f);
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+ // const GLfloat fov_expected = gl_deg2rad(90.0f);
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+ // const GLfloat near_expected = 0.01f;
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+ // const GLfloat far_expected = 100.0f;
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+
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+ // TEST_ASSERT(camera.window_width == &window_width);
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+ // TEST_ASSERT(camera.window_height == &window_height);
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+ //
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+ // TEST_ASSERT(gl_equals(camera.focal, focal_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(gl_equals(camera.world_up, world_up_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(gl_equals(camera.position, position_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(gl_equals(camera.right, right_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(gl_equals(camera.up, up_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(gl_equals(camera.front, front_expected, 3, 1, 1e-8) == 1);
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+ // TEST_ASSERT(fabs(camera.yaw - yaw_expected) < 1e-8);
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+ // TEST_ASSERT(fabs(camera.pitch - pitch_expected) < 1e-8);
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+ //
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+ // TEST_ASSERT(fabs(camera.fov - fov_expected) < 1e-8);
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+ // TEST_ASSERT(fabs(camera.near - near_expected) < 1e-8);
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+ // TEST_ASSERT(fabs(camera.far - far_expected) < 1e-8);
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return 0 ;
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}
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